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Visdagon

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Everything posted by Visdagon

  1. Ran through MO2. Same load order worked on previous versions. Kept the tex gen output from v175, replaced the DynDoLOD exe with v174 and retried, seems to have worked.
  2. Sounds as if I may as well re-run it then. Nuke it from orbit, its the only way to be sure Thanks
  3. Sorry if this was asked and I missed it. Can you use TES5Edit to clean masters from DynDOLOD, rather than re-patching it if you remove a plugin that it attached as a master? If it has to be re-patched then ill just re-run it, but it would be nice to skip after adjusting a load order. DynDOLOD is not going to try to load textures and meshes if that plugin doesn't try to call for it right?
  4. As far as what the game already has for poison effects I would keep them, though they probably need reworking done to have greater numbers. I think it would be better to introduce entirely different and out of the box concepts for poisons. For instance one that blurs the players vision (and on npcs would reduce their chance to hit for similar results). Poisons that slow movement/attack speed, or increase them. Maybe even greek fire (might be out of your scope to produce but it would be cool) There are plenty of things poisons and potions could conceivably do that are not in the game but the engine is capable of producing, and they dont all have to merely be tied to health, mana, speechcraft, ect.
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